github ClarkCheekyKent/CheekyFoveatedDLSS v0.6.1
Cheeky Foveated DLSS v0.6.1

4 hours ago

Cheeky Foveated DLSS v0.6.1

Lots and lots of frame generation changes since v0.6.0: higher multipliers, a faster and lower-latency pipeline, NVIDIA Optical Flow motion vectors and new interpolation methods. Frame generation remains experimental and off by default.

  • 3x and 4x frame generation: pick 2x, 3x or 4x in FG multiplier, or check Automatic FG multiplier to switch between 2x and 4x automatically based on the game's native frame rate and the headset's refresh rate. DLSS-G at 3x and 4x needs multi-frame support from your GPU and driver; the shader methods support every multiplier. Higher multipliers lower the game's target frame rate.
  • Faster, lower-latency pipeline: the FG pipeline has been optimized for higher FPS and lower latency. For the lowest latency, keep the default settings, with Release game rendering set to After generated frame submission. Other release points may cause issues, but you are welcome to try them out to see if you get more FPS/lower latency
  • NVIDIA Optical Flow integration: NVIDIA Optical Flow can now generate the motion vectors for frame generation, either from the image alone (Optiflow) or combined with DLSS depth (Optiflow + Depth). Optical flow resolution, preset and vector block size appear right below the method when an Optiflow type is selected.

Recommendations: I'm personally a fan of DLSS Vectors – Confidence-Guided Interpolation (Fast) for performance, especially in racing games like AC Rally. There it runs 96 FPS at 2x on DLSS Quality where AFW struggled to hold 80 FPS on Balanced, with a clearer image, fewer artifacts and more FPS. Use DLSS-G for the fewest artifacts; some games' motion vectors may need special handling with the other methods.

Known issues: the DLSS Vectors interpolation methods can cause ghosting or doubling that makes some games unplayable with those methods. Switch to DLSS-G in those games, which still works very well. I'm still looking into this, but wanted to get this build out because of the large performance and latency gains.

Downloads: Standalone and UEVR ZIPs only. Both include the matching OpenXR installer.

Updating: Exit the game before replacing files.

  • Standalone: copy CheekyFoveatedDLSS/ and one loader, dxgi.dll or version.dll, into the game's executable folder. Do not copy both loaders or overwrite another mod's loader. For Vulkan, also update CheekyVulkanLayer.dll and preserve CheekyFoveatedDLSS/Vulkan/. Open settings with F8 or your configured menu key.
  • UEVR: extract the complete UEVR package into the game's UEVR configuration directory, preserving plugins/ and scripts/. Update both DLLs and the Lua script together. Saved settings can stay in place. Open LuaLoader → Cheeky Foveated DLSS and check Enable Cheeky for this game if the profile has not been enabled yet. You can install it as a global plugin by placing it in the %AppData%\UnrealVRMod\UEVR folder.
  • OpenXR: run the included OpenXR/CheekyOpenXRSetup.exe to update the shared layer alongside Cheeky, including on headsets without eye tracking. Frame generation requires this updated layer; replace the runtime and the OpenXR layer together.

DLSS-NR still requires a compatible nvngx_dlssnr.dll, supplied separately or available through a compatible NVIDIA App runtime override.

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